Exit the shuttle and use the empty cargo slider to load the marker. You cannot enter the building until you move the marker onto the electrified conveyor. At the shuttle pad, take the free power node (1 of 4) in the corner of the landing pad.

Once the marker is loaded on the conveyor, the door to the colony control booth will unlock. Take the time now to organize your supplies and take up some more plasma, line racks, and stasis pack ammo. You will need to fight two divider zombies outside once you have the battery, and nothing solves them faster than stasis and a linegun mine.

The battery to open the doors to the marker's original location is in the cold room in the control booth. Two jellyfish necros are inside -- be sure to smash the corpses nearby before releasing them, or you will have extra enemies to fight. Replace the battery and head back to the store for some ammo.

Take a stasis pack (one or two -- unless you cheat -- there are stasis stations in the rooms), three medium medical kits (or so), 100 plasma cutter ammo, and 36 line racks. You might think it's overkill until you realize you're fighting a load of babies, regular zombies, exploders, fat zombies, two wall necros (at least), and a brute (after the wall necros). There is no store in the chambers you're going to, so take all that crap out now.

Move the marker into the room and there will be a quaratine. The marker will trigger three waves of enemies (initially, at the second bridge, and at the third bridge/exit). When you move the marker and hear enemies, stop and get ready to fight. Use the exploders to blow up groups and shear off limbs for the damage. There are luckily no more dividers (until the end), so you only deal with the enemies you can shear off in parts. Only the fat zombies will be the problem if they spawn the facehuggers. Stasis and mines can handle that.

Before leaving the first room, there is a node lock in the corner. Visit it before you exit the room with the marker (you cannot go back). Replenish the ammo and if you must, manually transport the items from one room to the next using the kinesis or RIG/drop.

Room 2 is like room 1, but there are two wall necros in very close proximity to one another. Use stasis liberally and keep the pod count low. Linegun mine or ripper the wall necros one by one. If you run out of stasis energy, there is a station across the bridge. Stasis the second wall necro and whack it. Deal with the pods using mines, linegun, or plasma.

To move the marker in room 2, you need to activate some power supply in the ventilation shaft. For some reason, there is zero G in the vent tunnel. Head in, kill enemies, and grab items. Return and kill the brute for the free power node (2 of 4). Raise the bridges and move the marker to the third room.

Same deal as room 1 (more or less) but the enemy mix is slightly different. There is a free power node (3 of 4) in the corner of this room, so be sure to grab it before you exit the room completely with the marker.

In narrow areas where you cannot reach a stasis station, you will need to resort to a stasis pack to keep your stasis attacks up. Kill, collect, and move. Hopefully, the enemies have been dropping medical kits (or don't get hit too much) throughout the battle -- just enough for you to survive.

This room (out in the canyon) is different than the others. There are infinite enemies here, and they will spawn after a brief while from the vents on either side of the track. You need to work methodically by blasting the tentacles so you can march across the bridge with the marker without being turned into something that looks like hand-caught-in-a-blender.

Once you move the marker onto the precipice, knock out any straggling enemies, although if you wait long enough for the burn-out, you will happily see all the bastard necromorphs die on screen. Collect any remaining ammo and head into the airlock. Move back through the exit tunnel and pick up free power node (4 of 4) back to the save room.

Before leaving the safety of the final save room to face the final boss, you should make some final preparations or Isaac will finalize his trip here on some crap-hole, no-name planet.

The key word here is final.

Use the bench and finalize any last minute modifications to your RIG and weapons (the kinesis and stasis won't be used much). Refill yoru stasis energy meter completely. You only need three or four shots of stasis, so that's about it.

You will want the plasma cutter to do as much damage as possible, and as much ammo for it as possible. There will be some items in the arena, but take along a few large medical kits just in case (three or four). Don't take too many line racks for the linegun (you only need it for the fat zombies -- the mines are too slow to hurt the boss). Fill up all your slots with plasma ammo.

When you are ready, step out to the shuttle and watch Kendra get hers. The boss is fought in several stages.

Initially, avoid the boss' tentacle attacks -- it will swipe twice and expose its five eye bulbs. Instead of concentrating one one bulb and rupturing them one by one, spread your damage across the bulbs aas evenly as possible. Sprint to avoid the tentacles and repeat.

The reason for spreading the damage across all the bulbs is that once three of the bulbs are destroyed, the boss will seize Isaac and hang him upside down. You have a few shakes to destroy the boss before you are killed, so if you only need a shot or two to destroy the final two eye bulbs, you lucked out.

The boss will generate some zomebies to attack you now or before all its eyes are destroyed. In either case, stasis, and linegun mine the bastards. Don't completely exhaust your supply, but fire enough to clear these peons from the boss fight.

For the next portion of the fight, the tentacles will smash down four times. Sprint across the arena once per smash to avoid damage. Once the fourth smash occurs, aim and destroy the stomach bulbs. Unlike the eye bulbs, you can destroy these bulbs in any order without fearing any weird reprisals. Exhaust the rest of your ammunition on the bulbs and once the final bulb breaks, get on the shuttle.

After the credits roll long enough, you can save your cleared game. Load this cleared game file for your New Game Plus.